310 lines
10 KiB
C#
310 lines
10 KiB
C#
using Craftimizer.Simulator.Actions;
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using Craftimizer.Simulator;
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using System.Diagnostics.Contracts;
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using System.Runtime.CompilerServices;
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using Node = Craftimizer.Solver.ArenaNode<Craftimizer.Solver.SimulationNode>;
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using System.Runtime.Intrinsics;
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namespace Craftimizer.Solver;
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// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/simulator.rs
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public sealed class MCTS
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{
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private readonly MCTSConfig config;
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private readonly Node rootNode;
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private readonly RootScores rootScores;
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public const int ProgressUpdateFrequency = 1 << 10;
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private const int StaleProgressThreshold = 1 << 12;
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public float MaxScore => rootScores.MaxScore;
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public MCTS(in MCTSConfig config, in SimulationState state)
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{
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this.config = config;
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var sim = new Simulator(config.ActionPool, config.MaxStepCount, state);
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rootNode = new(new(
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state,
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null,
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sim.CompletionState,
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sim.AvailableActionsHeuristic(config.StrictActions)
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));
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rootScores = new();
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}
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private static SimulationNode Execute(Simulator simulator, in SimulationState state, ActionType action, bool strict)
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{
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var newState = simulator.ExecuteUnchecked(state, action);
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return new(
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newState,
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action,
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simulator.CompletionState,
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simulator.AvailableActionsHeuristic(strict)
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);
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}
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private static Node ExecuteActions(Simulator simulator, Node startNode, ReadOnlySpan<ActionType> actions, bool strict)
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{
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foreach (var action in actions)
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{
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var state = startNode.State;
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if (state.IsComplete)
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return startNode;
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if (!state.AvailableActions.HasAction(action))
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return startNode;
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state.AvailableActions.RemoveAction(action);
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startNode = startNode.Add(Execute(simulator, state.State, action, strict));
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}
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return startNode;
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}
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static (int arrayIdx, int subIdx) ChildMaxScore(in NodeScoresBuffer scores)
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{
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var length = scores.Count;
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var vecLength = Vector256<float>.Count;
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var max = (0, 0);
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var maxScore = 0f;
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for (var i = 0; length > 0; ++i)
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{
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var iterCount = Math.Min(vecLength, length);
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var m = scores.Data![i].MaxScore;
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var idx = Intrinsics.HMaxIndex(m, iterCount);
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if (m[idx] >= maxScore)
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{
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max = (i, idx);
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maxScore = m[idx];
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}
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length -= iterCount;
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}
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return max;
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}
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// Calculates the best child node to explore next
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// Exploitation: ((1 - w) * (s / v)) + (w * m)
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// Exploration: sqrt(c * ln(V) / v)
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// w = maxScoreWeightingConstant
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// s = score sum
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// m = max score
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// v = visits
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// V = parentVisits
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// c = explorationConstant
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// Somewhat based off of https://en.wikipedia.org/wiki/Monte_Carlo_tree_search#Exploration_and_exploitation
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// Here, w_i = (1-w)*score sum
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// n_i = visits
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// max score is tacked onto it
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// N_i = parent visits
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// c = exploration constant (but crafty places it inside the sqrt..?)
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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private static (int arrayIdx, int subIdx) EvalBestChild(
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float explorationConstant,
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float maxScoreWeightingConstant,
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int parentVisits,
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in NodeScoresBuffer scores)
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{
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var length = scores.Count;
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var vecLength = Vector256<float>.Count;
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var C = MathF.Sqrt(explorationConstant * MathF.Log(parentVisits));
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var w = maxScoreWeightingConstant;
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var W = 1f - w;
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var CVector = Vector256.Create(C);
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var max = (0, 0);
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var maxScore = 0f;
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for (var i = 0; length > 0; ++i)
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{
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var iterCount = Math.Min(vecLength, length);
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ref var chunk = ref scores.Data![i];
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var s = chunk.ScoreSum;
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var vInt = chunk.Visits;
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var m = chunk.MaxScore;
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vInt = Vector256.Max(vInt, Vector256<int>.One);
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var v = Vector256.ConvertToSingle(vInt);
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var exploitation = W * (s / v) + w * m;
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var exploration = CVector * Intrinsics.ReciprocalSqrt(v);
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var evalScores = exploitation + exploration;
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var idx = Intrinsics.HMaxIndex(evalScores, iterCount);
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if (evalScores[idx] >= maxScore)
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{
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max = (i, idx);
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maxScore = evalScores[idx];
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}
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length -= iterCount;
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}
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return max;
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}
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[Pure]
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private Node Select()
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{
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var node = rootNode;
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var nodeVisits = rootScores.Visits;
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float explorationConstant = config.ExplorationConstant, maxScoreWeightingConstant = config.MaxScoreWeightingConstant;
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while (true)
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{
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var expandable = !node.State.AvailableActions.IsEmpty;
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var likelyTerminal = node.Children.Count == 0;
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if (expandable || likelyTerminal)
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return node;
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// select the node with the highest score
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var at = EvalBestChild(explorationConstant, maxScoreWeightingConstant, nodeVisits, in node.ChildScores);
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nodeVisits = node.ChildScores.GetVisits(at);
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node = node.ChildAt(at)!;
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}
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}
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[SkipLocalsInit]
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private (Node ExpandedNode, float Score) ExpandAndRollout(Random random, Simulator simulator, Node initialNode, Span<ActionType> actionBuffer)
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{
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ref var initialState = ref initialNode.State;
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// expand once
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if (initialState.IsComplete)
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return (initialNode, initialState.CalculateScore(config) ?? 0);
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var poppedAction = initialState.AvailableActions.PopRandom(random);
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var expandedNode = initialNode.Add(Execute(simulator, initialState.State, poppedAction, true));
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// playout to a terminal state
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var currentState = expandedNode.State.State;
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var currentCompletionState = expandedNode.State.SimulationCompletionState;
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var currentActions = expandedNode.State.AvailableActions;
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if (currentState.ActionCount < config.MaxStepCount)
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{
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var actions = actionBuffer[..Math.Min(config.MaxStepCount - currentState.ActionCount, config.MaxRolloutStepCount)];
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byte actionCount = 0;
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while (SimulationNode.GetCompletionState(currentCompletionState, currentActions) == CompletionState.Incomplete &&
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actionCount < actions.Length)
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{
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var nextAction = currentActions.SelectRandom(random);
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actions[actionCount++] = nextAction;
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currentState = simulator.ExecuteUnchecked(currentState, nextAction);
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currentCompletionState = simulator.CompletionState;
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if (currentCompletionState != CompletionState.Incomplete)
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break;
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currentActions = simulator.AvailableActionsHeuristic(true);
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}
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}
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var score = SimulationNode.CalculateScoreForState(currentState, currentCompletionState, config) ?? 0;
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return (expandedNode, score);
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}
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private void Backpropagate(Node startNode, float score)
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{
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while (true)
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{
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if (startNode == rootNode)
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{
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rootScores.Visit(score);
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break;
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}
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startNode.ParentScores!.Value.Visit(startNode.ChildIdx, score);
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startNode = startNode.Parent!;
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}
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}
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private bool AllNodesComplete()
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{
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static bool NodesIncomplete(Node node, Stack<Node> path)
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{
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path.Push(node);
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if (node.Children.Count == 0)
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{
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if (!node.State.AvailableActions.IsEmpty)
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return true;
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}
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else
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{
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for (var i = 0; i < node.Children.Count; ++i)
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{
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var n = node.ChildAt((i >> 3, i & 7))!;
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if (NodesIncomplete(n, path))
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return true;
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}
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path.Pop();
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}
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return false;
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}
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return !NodesIncomplete(rootNode, new());
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}
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[SkipLocalsInit]
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public unsafe void Search(int iterations, ref int progress, CancellationToken token)
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{
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var simulator = new Simulator(config.ActionPool, config.MaxStepCount, rootNode.State.State);
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var random = rootNode.State.State.Input.Random;
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var staleCounter = 0;
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var i = 0;
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Span<ActionType> actionBuffer = stackalloc ActionType[Math.Min(config.MaxStepCount, config.MaxRolloutStepCount)];
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for (; i < iterations || MaxScore == 0; i++)
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{
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var selectedNode = Select();
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var (endNode, score) = ExpandAndRollout(random, simulator, selectedNode, actionBuffer);
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if (MaxScore == 0)
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{
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if (endNode == selectedNode)
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{
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if (staleCounter++ >= StaleProgressThreshold)
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{
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staleCounter = 0;
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if (AllNodesComplete())
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return;
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}
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}
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else
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staleCounter = 0;
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}
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Backpropagate(endNode, score);
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if ((i & (ProgressUpdateFrequency - 1)) == ProgressUpdateFrequency - 1)
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{
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token.ThrowIfCancellationRequested();
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Interlocked.Add(ref progress, ProgressUpdateFrequency);
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}
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}
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Interlocked.Add(ref progress, i & (ProgressUpdateFrequency - 1));
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}
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[Pure]
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public SolverSolution Solution()
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{
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var actions = new List<ActionType>();
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var node = rootNode;
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while (node.Children.Count != 0)
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{
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node = node.ChildAt(ChildMaxScore(in node.ChildScores))!;
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if (node.State.Action != null)
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actions.Add(node.State.Action.Value);
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}
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return new(actions, node.State.State);
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}
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}
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